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We won't make a 3DS/2DS emulator.

#1 Re: General » Zelda Mic Function » 2010-04-23 13:48:45

``Some people learn at their daddy's knee and some people learn in the school of hard knocks. ``

#2 Re: Support II (decommissioned) » GTA Chinatown Wars - strange screen before game starts (no bug) » 2010-01-12 19:01:20

zeromus wrote:

omg drama. i cant wait for the next episode

Though you have got to admit: Once you start scaring potentially helpfull end user reports off the forums and/or bugtracker, you may wish to reconsider if you are on the right track or not.

Mayhaps forums called 'Arguments' and 'Abuse' should be started, so that you can tell all the folks looking for an argument that show up at 'Abuse' to just

... pissoff, you tit! !
Say what ?
OH, oh I'm sorry, but this is abuse.
Oh, I see, well, that explains it.
Ah yes, you want room 12A, Just along the corridor.
Oh, Thank you very much. Sorry.
Not at all.
Thank You.
Stupid git!

#3 Re: Support » problem with DeSmuME_x86_r3201 » 2010-01-12 18:49:48

shash wrote:

minimog: Read before asking again.

Well... to be honest, that probably isnt entirely fair.

The guy obviously is an end-user and just wanted to know where he could download a binary, and knowing this,  I happily told him to go and use the source...

I dont mind making fun of people just once in a while, but please do not take that seriously and start flaming people of the forum for it...

#4 Re: Support » problem with DeSmuME_x86_r3201 » 2010-01-12 15:03:49

lbalbalba wrote:
minimog wrote:

Can I make a version of DeSmuME which will be solved this bug?

Yes, you can: … on_Windows

minimog wrote:

where i can download latest desmume version?

You cannot. You have to *make* it, like you asked for earlier, and I provided a link with instructions on how to for, above.

#5 Re: Support II (decommissioned) » Picross DS » 2010-01-12 11:59:42

Hrm. Isn't behavior that requires using external bios and/or firmware still considered a bug ?

#6 Re: Support » problem with DeSmuME_x86_r3201 » 2010-01-11 18:40:37

minimog wrote:

Can I make a version of DeSmuME which will be solved this bug?

Yes, you can: … on_Windows

#7 Re: Technical » About the WIFI Feature » 2010-01-04 21:12:04

zeromus wrote:

the answer is NO, case closed.

Say What ?!? You mean that you won't be implementing my juicy-butt-naked-big-boobed-blonde-beach-babe in the next desmume release ? AAArrrgghhh!! I can't live without that feature !!

#8 Re: Technical » About the WIFI Feature » 2010-01-02 19:39:54

Nyjeahhh... Ill take one of them chillpills, thank you very much, and stop tellin' people that it is hard...
Still wish (or perhaps thats because of the chillpills) that I was sitting on my very own private tropical island with a nice mixed drink in one hand, and a juicy-butt-naked-big-boobed-blonde-beach-babe in the other...

#9 Re: Support » all my games run slow » 2010-01-02 18:06:11

VisualCSharp wrote:

The emulator *is* slow, most likely due to poor coding. I'm a software developer ...

Then perhaps you could be so kind to spend some quality time by profiling desmume, and sending in optimized patches ? Since it's open source, the codebase *is* available for peer review and improvements, you know.

#10 Re: Technical » About the WIFI Feature » 2010-01-02 14:22:53

HINDAM wrote:

coding such feature may cost me alot of time and effort which I don't have

And what, exactly, makes you presume that coding such features won't cost other developers a lot of time and effort as well, which they may not have either ?

#11 Re: Technical » About the WIFI Feature » 2010-01-02 14:08:34

HINDAM wrote:

all I can see now is that rumors about 4 or 6 years maybe 10 I guess that is too much.

Well if you are a developer and *you* feel that 4 or 6 or 10 years is too much, then *you* better start coding, instead of harassing other developers to do it for you.

#12 Re: Technical » About the WIFI Feature » 2010-01-02 13:26:25

HINDAM wrote:

I don't think it would cost you much

Are you a developer ? Have you ever looked at the actual desmume codebase ? Or at how WIFI on a real NDS is implemented ? No ? Then I don't think that you are in a position to determine how much work it would cost.

HINDAM wrote:

I wish you do it in the next release.

Yeah, and I wish I was sitting on my very own private tropical island with a nice mixed drink in one hand, and a juicy butt-naked-big boobed-blonde beach babe in the other, sitting on my lap.

#13 Re: Support II (decommissioned) » Lux-Pain freezing » 2009-12-30 23:00:57

kicker_exe wrote:

I'm not sure if maybe people have played this game, but for those who have, There's a point where you meet up with Mr.Yamamoto I think the weird dude who likes guns, when you give him both keywords and the screen shatters it freezes on a black screen, anyone know whats going on? maybe a heavy cutscene? … E_forum.3F

#14 Re: Support » Need help, game crashes when loading » 2009-12-29 13:07:39

zhu_dawg wrote:

Hi, I used an action replay code while playing pokemon heart gold, and it seems that when i used the code it caused my game to crash. and because of that every time i load the game, the action replay code gets loaded as well, causing the game to crash upon loading. can someone help me with this?? … or_crashes.

#15 Re: Support II (decommissioned) » Phoenix Wright problem » 2009-12-29 13:05:42

devilghost wrote:

i have the same problem in the last version 0.9.5 how i can fix that plz ?

zeromus wrote:

wont work in 0.9.5

#16 Re: Technical » [Windows port] Poll: Should translations be nuked? » 2009-12-28 19:11:15

Pokefan999 wrote:

It is fine if the developers won't "budge" one centimeter for translations but I would like to know the yardstick being used to determine if the translation is "outdated" and need to be "removed".
How up-to-date is considered updated enough to remain in the release?
Since translators are not getting any help from the developers, are the developers going to scrutinize the "foreign" emu layout (probably gibberish to you) and judge its value to the "foreign" users?
Will the developers get mutual agreement from translators before "removing a so-called outdated" translation?

Thinking aloud.

Just 'thinking aloud' as well: Just nuke *all* translations and it becomes a non-issue since you dont have to find a way to determine if its 'outdated', *plus* it fulfills the requirement of developers not having to to go one centimeter out of the way in order to facilitate translations.

#17 Re: Technical » [Windows port] Poll: Should translations be nuked? » 2009-12-27 22:57:06

zeromus wrote:

It is not convenient to go one centimeter out of the way in order to facilitate translations.

Well then screw the translations.

#18 Re: Technical » [Windows port] Poll: Should translations be nuked? » 2009-12-27 19:53:47

zeromus wrote:

Developers are not going to edit resources in every language whenever they change something. That is the whole point of this discussion. I don't want to worry about that junk, and the translator needs to whack everything and start over if he is uncertain whether his dialogs and menus are up to date.

Allright, gonna suggest something wildly insane here... but... would it theoretically be possible/feasible to introduce the concept of separate 'language files' (sorry, not a dev here), that could get updated and distributed separately from the desmume executable ? Which would allow the desmume devs to do a release whenever they feel like it, without having to care about the translations, and all the involved translation maintainers could then supply the translation files to be dropped in some ../translations/ dir to be picked up by the desmume executable ?

Have I gone insane here ?

#19 Re: General » OpenGL renderer lacks fog and seems to have some layering issues. » 2009-12-27 19:31:39

zeromus wrote:

lbalbalba, you understand incorrectly.

Ah ? So in theory, 'fog' could be implemented correctly in desmume using opengl as well ? (If you go through the trouble of correcting me, please let me know what facts I have got wrong and state the corrects ones please smile

#20 Re: General » OpenGL renderer lacks fog and seems to have some layering issues. » 2009-12-27 12:40:32

Franpa wrote:

If it is a bug in your implementation or the drivers I am using then say so, otherwise add an entry to the FAQ stating that the hardware accelerated rendering engine is not being updated/maintained anymore and that everyone should use the Software Rasterizer.

The link lbalbalba provided confirms the OpenGL renderer is not being maintained anymore so maybe add that piece of info to the FAQ?

If I understand correctly, it is not a 'bug' in any implementation, it's just that the opengl standard spec does not allow for 'fog', period, nevermind the implementations.

As for the FAQ: … is_missing

#21 Re: General » OpenGL renderer lacks fog and seems to have some layering issues. » 2009-12-26 12:44:26

Franpa wrote:

(maybe 0.94) 0.95 and SVN 3227 x86

Hi, in Zelda Spirit Tracks the viewing distance fog does not work with OpenGL. Also when Link gets frozen a speech bubble appears indicating that you need to rub the stylus side to side to free him. With OpenGL the animation appears behind the solid white speech bubble (can see the edges of the animation around the edges of the white bubble) while with Software Rendering it appears on top.

If I understand correctly, then opengl is not capable of doing fog:

#22 Re: Technical » [Windows port] Poll: Should translations be nuked? » 2009-12-24 19:23:12

zeromus wrote:

It doesn't make sense to me. Who is going to round up all the active translators how long before each release? What a hassle.

Welll, maybe then we need to define 'active translator' as someone who does the translation during the development cycle, while the code is being worked on, so it will be (nearly) finished when a release is upcoming ? 'active' = 'someone-that-doesnt-need-to-be-rounded-up' ? If a translation maintainer needs to be 'rounded up', then drop that translation ? Does that make more sense ?

Oh well, whatever, nevermind ..

#23 Re: Technical » [Windows port] Poll: Should translations be nuked? » 2009-12-22 20:32:04

Luigi__ wrote:


We won't nuke the translations right now.
However, any translation that is outdated and stays so before the release will be nuked.

Hoping everyone agrees with it.

Well it makes perfectly sense to me that *any* translation that does *not* have an active translator to update the translation on each release, will get nuked. And that the ones that do get actively updated by 'someone' on each release stay in. Does that make sense to anyone else ?

#24 Re: Support » Playing Zelda Phantom hourglass using D-Pad » 2009-12-22 20:25:26

zeromus wrote:
lbalbalba wrote:

In the meantime, perhaps the type of action replay (or Codebreaker) codes that are and aren't supported should be added to the FAQ or manual(s) ? Just a thought...

In the time it took you to type that you could have put it in the wiki yourself

True, But since Im not a 100% sure on this subject, I would rather have people that *are* a 100% confident and sure on this subject make the edit, before I start making incorrect changes to the FAQ.

#25 Re: Support II (decommissioned) » Pokemon Diamond/Pearl/Platinum trading » 2009-12-22 20:21:01

zeromus wrote:

Sarcasm IS help. It helps me. Get through the day.

Perhaps you need to go see a psychiatrist then.

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